Note about DynaSectorDynaSector is necessary for debris/salvage adjustments to certain Imperium campaign features. Without certain features added by DynaSector, significantly more gear is possible to salvage than is actually intended, which can negatively impact balance and your enjoyment of the game. If you don't like certain changes introduced by DynaSector, (nearly) all of them can be turned off in DYNASECTOR_OPTIONS.ini.

Lore

Founded centuries ago by Caesar Justinian IV, the Interstellar Imperium was once a prominent duchy of the Domain of Man. They preferred to use tried-and-true technology to reinforce their infrastructure, economy, and armies, a fact that disgraced them in the eyes of more progressive factions. However, this redundancy and self-reliance paid off post-Collapse. Despite being fractured and essentially cut off from the primary Imperium holdings, the existing handful of Imperial systems within our Sector were not severely affected by the chaos following the loss of the gate network.

Presently, the Interstellar Imperium controls a small number of well-entrenched core worlds, whose populations are kept loyal by the promise of security and prosperity. Detractors criticize the Imperium's strict military dictatorship, but are often all too willing to overlook their internal politics in favor of making profitable trade. Indeed, Imperial foreign policy emphasizes trade networks and maximized market volume, so the Imperium is widely recogninzed as a proponent of independent governments and as a friend to traders.

These policies have left the Interstellar Imperium at odds with the Hegemony ever since the Collapse. Compounding on this is the fact that the Imperium considers itself to be the legitimate authority in the Sector, a stance that runs in direct opposition to Hegemony doctrine. As a result, the two factions have been at war for centuries in a grand stalemate.

This mod contains numerous ships, fighter wings, modular and built-in scripted weapons, new hull mods and ship systems, and several new star systems and campaign features.

Gameplay and Features

Powerful frontal batteries

Very vulnerable from behind

Good hull and armor strength

Focus on tactics, formations, and fleet roles

Some weapons have extreme ranges

Below-average speed and maneuverability (with some exceptions)

Flexible weapon slots, above-average slot count, fewer larger slots

Unique fleet roles and fighting styles are possible; many are not seen in vanilla

When fighting against Interstellar Imperium ships, flank and surround them as much as possible and they go down quickly. Strong shields are useful for resisting their excellent high explosive damage.

When using Interstellar Imperium ships, use your ship systems to as much effect as possible, and avoid being surrounded. Your frontal and long-range batteries are extremely powerful, but you are screwed if you get surrounded.

Version 1.16.0 (May 13, 2017):- Updated to support Starsector 0.8a- Improved fleet spawn scaling- Siege fleets now have major CR bonuses during the siege, depending on the status of escort fleets- Significantly weakened Javelin tracking- Significantly slowed down Javelins, like mini-torpedoes- Increased Javelin HP to 300 from 150- Scorpio Javelin Launcher now fires Javelins one at a time- Adjusted various ship stats to meet new standards- Energized Armor no longer offers damage reduction, but does raise maximum damage reduction and minimum armor level- Scalprum Drone converted to wing- Malleus ship system is now Targeting Feed- Jupiter's built in hullmods changed to Targeting Supercomputer- Matriarch ship system is now Reserve Deployment- Combined all three Vicarius variants into a single variant with a light assault gun and railgun- Rebalanced fighters- Princeps reworked as a 1-deck battlecarrier with Reserve Deployment- Lynx now has built-in ECCM Package- Lynx-S now has built-in Surveying Equipment- Enhanced campaign terrain in various ways

Version 1.10.1 (February 20, 2016):- Centurion renamed to Legionary- Made Javelins less likely to ram into allies- Gravity Cannon now does energy damage instead of fragmentation damage (all other stats the same)- Minor bugfixes

Version 1.0.1 (May 25, 2014):- Custom sound effect added to Particle Gun and Particle Repeater- TITAN and Apocalypse MIRV no longer persist in campaign fleets- AI is now more likely to fire the TITAN and Apocalypse MIRV

I got a similar problem than NCMagic but this time it didn't retreated but i was able to repair it at the end of the battle with the reconstruction perk. I was able to replicate the missile at the Omnifactory and i got this:

Also, are the Olympus and Caesar eventually available at the station? I managed to get my Olympus A at Askonia but nothing at the II station.

Version 1.0.1 (May 25, 2014):- Custom sound effect added to Particle Gun and Particle Repeater- TITAN and Apocalypse MIRV no longer persist in campaign fleets- AI is now more likely to fire the TITAN and Apocalypse MIRV

P.S. All Imperium ships are available at their station, but some are rarer than others. Also, Uomoz is adding the Interstellar Imperium soon.